I noticed, I can import my custom mesh of a box, or a cross and zero problems. However, if I import a custom mesh using more than 2000 indices or around the 1000 range. The mesh won't show up. Currently, the shader's bytewidth is set at 178. Would I have to adjust this?

Sure, the Constant Buffer that has the input element layout for the shader. In the Buffer Description for the Constant Buffer. The ByteWidth is set 178. I looked up on MSDN and it shows that in the Buffer Description that a ByteWidth represents width of bytes returned.

Input layouts are stored in input layout objects, not in constant buffers! An input layout is valid for any number of primitives (if it works for 100 verts, it will also work for 1000 verts).What are you putting in this constant buffer, and where does the magic number of 178 come from?

in the Buffer Description that a ByteWidth represents width of bytes returned

It's the size of the buffer in bytes. For a constant buffer, this should be the size of the cbuffer structure defined in the HLSL code. For an index or vertex buffer, it's based on the maximum amount of vertices/indices you want to be able to put in the buffer times the size of a vertex/index.

So, the question would still remain that if I can load a simple cube or a simple box....then I should've have a issue importing a heart model than - correct? I created a model valentines heart in Zbrush4 then in Max I converted into OBJ - Triangles. Converted into my custom format with the conversion application...finally, it doesn't show up but a blue screen which just indictates that DX is initialized. The cross and the Cube were made in 3D Studio max and converted and they work.

So, I get a minus rep point because I showed what the world I was talking about? Dat's messed up. As you can see in the freaking video the GD Cross loads. Nothing wrong with the Custom Mesh importer. It just doesn't like Hearts and cones. FIne, I'll look over the code AGAIN and see what I can come up with. Wow, showing a video - minus rep point! F'ing gay! Ripits said how about show what's happening. So, I did.

It wasn't me who downvoted, video is way too long just to show that it's not loading, not to mention you already told that in the first post. Fact that it doesn't load doesn't help to solve it, we need error messages or at least some code.

Your operating system looks like Windows Vista either Windows 7, you could use PIX from DirectX SDK to analyse whether your buffers were created, see how mesh looks like before and after vertex shader, etc.

INside the converter the program loads the OBJ values and when converting sorts them out through their indices. So, there's no need to worry about figuring out the indices. This is where the Indices[i] come into play because there's no Indices to worry about. Additionally, when converted the SGM model format is already indexed flipped and minutes Z's for texture coord, normals, and vertices.

I can't see any mistake there. Are you sure your mesh isn't simply too small or too big to see it?
As I mentioned in the last reply, you could try to use PIX to see if GPU has correct data to work with.

Some general debugging advice:
* Every D3D function that returns a HRESULT expects you to capture that return value and check for success. There's a lot of missing error checking in your code, where if something is going wrong, you'll continue on anyway and silently ignore the error.
* Whenever something unknown/weird is happening in D3D, change your device creation code to add in the debug-device flag -- this will print out error messages if you're doing anything suss with the API.
* If the above don't catch an error, then launch PIX and use it to capture a frame from your game. You can then inspect what's happening during the offending draw-call, such as whether there's actually any vertices in your vertex buffer, or if pixels are being rejected by back-face culling, etc...

I tried to use PIX and it said Failure Creation Progress. What I did notice is that in the drawing topology when I chose to use TriangleStrip it would draw it but a stretched out triangle effect would happen. If I did TriangleList_Adj it would draw the cap part - believe of the cone. At least it's something but I'll investigate further. As of now I'm trying to get PIX working and seeing why it's saying Failure Creating Process.

Inside where it gathers the SGM values - I temporary stored the Normals X Y Z as a Integer! ROFL! Talk about up all night programming tireness. Now it draws a sphere! Additionally, Ripiz I have to move the camera back some to actually see it! Thanks everyone!